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hiryuu
2008-10-21, 09:41 AM
Control Slug
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +6
Speed: 10 feet (2 squares)
Armor Class: 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13
Base Attack/Grapple: +0/-11
Attack: +4 melee (1d2-2)
Full Attack: Bite +4 melee (1d2-2 plus poison)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Poison, spell-like abilities
Special Qualities: Symbiont traits, darkvision 60 feet, spell-like abilities
Saves: Fort +0, Ref +2, Will +1
Abilities: Str 6, Dex 15, Con 11, Int 5, Wis 8, Cha 15, Ego 4
Skills: Hide +10, Move Silently +3, Jump +27**
Feats: Improved Initiative, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment:
**Includes +30 racial bonus.

This small, bruise-violet slug resembles a manta ray. It writhes, agitated, and produces a sound not unlike a rattlesnake before leaping into the air and screeching with an unearthly cry.

Control slugs are symbionts that can influence the actions of others. They may be related to puppeteers in some way, warped by the Daelkyr, or else are some form of native life to Xoriat with a useful ability. Either way, some cults of the Dragon Below outfit their leaders with these wonderful creatures.
A control slug does not speak any language, but it understands Undercommon.

Combat
A control slug can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a control slug to gains its benefits or encounters one accidentally. A control slug hides on the small of its host's back, digging its teeth and stinger into the host's spine for nourishment and to link to its host's nervous system.

Attaching or removing a control slug deals 1d3 points of Constitution damage.

Host Benefit: A creature with an attached control slug can use its charm person spell-like ability. Use the host's Charisma modifier (if it is better) to figure the save DC of the ability.
Poison (Ex): Injury, DC 11, initial damage stunned for 1 round, secondary damage none.
Spell-like abilities: (DC 12 + spell level) 3/day charm person, 1/day dominate person. When attached to a host, a control slug cannot use its spell-like abilities.
Telepathy (Su): A control slug can communicate telepathically with its host, if its host has a language.

Crawling Carapace
Tiny Aberration (Symbiont)
Hit Dice: 2d8+4 (13 hp)
Initiative: +5
Speed: 20 feet (4 squares)
Armor Class: 17 (+2 size, +1 Dex, +4 natural armor), touch 13, flat-footed 16
Base Attack/Grapple: +1/-7
Attack: +2 melee (1d4)
Full Attack: bite +2 melee (1d4)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Lashing tendrils
Special Qualities: Symbiont traits, darkvision 60 ft., damage reduction 5/byeshk
Saves: Fort +2, Ref +1, Will +1
Abilities: Str 10, Dex 13, Con 15, Int 4, Wis 8, Cha 11, Ego 2
Skills: Hide +12, Move Silently +3
Feats: Improved Initiative, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment:

A clattering of stones reveals itself to be a pulsating mass of shadow-borne thick keratin, wrapped around a quivering heap of teeth and eyes. The horrid plates clack and snap against one another as the amorphous pile slides forward.

Crawling carapaces are symbionts that wrap themselves around other creatures, providing them protection in exchange for nutrients.
A crawling carapace does not speak any language, but it understands Undercommon.

Combat
A crawling carapace can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a crawling carapace to gains its benefits or encounters one accidentally.

Attaching or removing a crawling carapace deals 1d3 points of Constitution damage.

Host Benefit: A creature with an attached crawling carapace is treated as though wearing light armor that provides a +3 armor bonus with no armor check penalty and a 10% spell failure chance. The host also gains damage reduction 2/byeshk.
Armor Body: A crawling carapace's natural armor is treated as an armor bonus. It can be enchanted like any suit of armor, and is treated as a suit of armor for spells and effects that affect armor as long as it is worn by a host. If it was enhanced in such a way, removing the crawling carapace causes it to retain these qualities as any suit of magical armor.
Lashing Tendrils (Ex): A crawling carapace's tentacles whip through the air around it, flailing wildly. Creatures within the crawling carapace's reach must make a Reflex save (DC 13) each round or suffer 1d4 points of slashing damage. The save DC is Constitution based. This ability does not function if the creature is attached to a host.
Telepathy (Su): A crawling carapace can communicate telepathically with its host, if its host has a language.

Detection Worm
Diminutive Aberration (Symbiont)
Hit Dice: 1/4d8 (2 hp)
Initiative: +1
Speed: 10 feet (2 squares)
Armor Class: 15 (+4 size, +1 Dex), touch 15, flat-footed 14
Base Attack/Grapple: +0/-21
Attack: +5 melee (1d2-5)
Full Attack: bite +5 melee (1d2-5)
Space/Reach: 2-1/2 ft./2-1/2 ft.
Special Attacks: None
Special Qualities: Symbiont traits, darkvision 60 ft.
Saves: Fort +0, Ref +1, Will +5
Abilities: Str 1, Dex 12, Con 11, Int 4, Wis 16, Cha 2, Ego 2
Skills: Hide +19, Move Silently +7
Feats: Stealthy, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1/2 (singly) or host +1/2 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment:

A tiny slug, almost unnoticed, slides by. Were it not for the pulsing colors beneath the bilious skin and the human teeth growing along its back, one might have completely forgotten its presence.

Detection worms are very small, almost unnoticeable, naturally occurring symbionts that have found their way into even Gatekeeper use. They have the ability to know where aberrations and other creatures hide, usually ferreting them out despite any wards or protections they may have.
A detection worm does not speak any language, but it understands Undercommon.

Combat
A detection worm can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a detection worm to gains its benefits or encounters one accidentally. Detection worms also attach themselves to sleeping creatures in attempts to draw nutrients from the host.

Attaching or removing a detection worm deals 1d3 points of Constitution damage.

Host Benefit: A creature with an attached detection worm can detect aberrations as if studying a location for three rounds at will, using only a swift action to do so.
Telepathy (Su): A detection worm can communicate telepathically with its host, if its host has a language.

Dockman
Large Aberration (Symbiont)
Hit Dice: 7d8+14 (45 hp)
Initiative: -1
Speed: 10 feet (2 squares)
Armor Class: 15 (-1 size, -1 Dex, +7 natural), touch 8, flat-footed 8
Base Attack/Grapple: +3/+12
Attack: +12 melee (1d6+8)
Full Attack: Slam +12 melee (1d6+8)
Space/Reach: 10 ft./10 ft.
Special Attacks: Crush
Special Qualities: Symbiont traits, darkvision 60 feet, Strong Back
Saves: Fort +6, Ref +1, Will +4
Abilities: Str 26, Dex 8, Con 15, Int 1, Wis 8, Cha 11, Ego 4
Skills: Jump +15
Feats: Weapon Focus (Slam), Great Fortitude
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +2 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment:

This massive, burly figure, scarcely humanoid, lurches on a heavy frame, holding out three-fingered fists while the interior of its empty chest squirms with mauve polyps.

Dockmen aren't men, and indeed, like most symbiotic creatures, hermaphroditic. They are workhorse symbionts, and are very simple minded creatures, almost incapable of even forming coherent thoughts to communicate to their hosts.
A dockman does not speak any language, but it understands Undercommon.

Combat
A dockman can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a dockman to gain its benefits or encounters one accidentally. A dockman encloses most of the host's body, including legs, arms, and parts of the chest, inside a massive frame useful for carrying heavy objects.

Attaching or removing a dockman deals 1 point of Constitution damage.

Host Benefit: A creature with an attached dockman gains a +4 natural armor bonus, becomes a Large-sized creature, and gains a +8 bonus to its Strength score. The host's base movement speed drops to 10 feet and is treated as though he or she were wearing heavy armor with an armor check penalty of -10 for the purposes of movement. The host cannot use the dockman's crush, but can use the Strong Back ability. A host wearing a dockman cannot use weapons or make attacks.
Crush (Ex): If a dockman is holding an object, it can, as a full round action, make an attack that deals double normal damage and ignores the object's hardness.
Strong Back (Su): A dockman can, once per day, increase its own or its host's Strength score by +10. This ability lasts until the dockman moves more than ten feet.
Telepathy (Su): A dockman can communicate telepathically with its host, if its host has a language.

Keratin Sage
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 16 (+2 size, +2 Dex, +2 natural), touch 14, flat-footed 14
Base Attack/Grapple: +0/-11
Attack: Gore +2 melee (1d3-2)
Full Attack: Gore +2 melee (1d3-2)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Blinding flash
Special Qualities: Symbiont traits, darkvision 60 ft., psi-like abilities
Saves: Fort +1, Ref +2, Will +5
Abilities: Str 6, Dex 15, Con 12, Int 19, Wis 17, Cha 16, Ego 5
Skills: Hide +14, Knowledge (any five) +8, Move Silently +6, Sense Motive +7
Feats: Research, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful neutral
Advancement: None
Level Adjustment:

A pile of waving tendrils and bony plates, with eyes gleaming like gemstones, crawls ever forward, pulsing lights dancing over pulpous flesh. Two sinuous tentacles dance over the earth, searching for unseen purchases on the rough surface.

A rarity among symbionts, keratin sages are creatures that offer their hosts stores of knowledge as well as advice about the world at large. Not normally as twisted as their symbiont brethren, these creatures are content to simply ride along and experience the world, emotions, and discovery vicariously through their hosts.
A keratin sage does not speak any language, but it understands Undercommon, Common, Daelkyr, Draconic, Elven, and Giant.

Combat
A keratin sage can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a keratin sage to gains its benefits, encounters one accidentally, or is sought out by one. The creature can attach to any number of sundry locations, from the host's forehead to the base of the neck, the arm, the back, and so on, and indeed, attaches itself wherever it is convenient to the host, rather than the first place that presents itself.

Attaching or removing a keratin sage deals 1d3 points of Constitution damage.

Host Benefit: A creature with an attached keratin sage gains no obvious benefit, but the creature can see through the host's eyes and sense what it senses, making the host capable of vicariously using the keratin sage's knowledge skills and Research feat, as well as its psi-like ability.
Blinding Flash (Ex): As a standard action, a keratin sage can activate all its biolights at once, generating an intense wave of light that blinds onlookers for one round. A Fortitude save (DC 11) negates the effect. That save DC is Constitution based. This ability does not function if the creature is attached to a host.
Psi-like Abilities (Ps): 2/day call to mind.
Telepathy (Su): A keratin sage can communicate telepathically with its host, if its host has a language.

Sob Sister
Small Aberration (Symbiont)
Hit Dice: 2d8+2 (11 hp)
Initiative: +2
Speed: 20 feet (4 squares)
Armor Class: 14 (+1 size, +2 Dex, +1 natural), touch 13, flat-footed 13
Base Attack/Grapple: +1/-4
Attack: +3 melee (1d3-1)
Full Attack: Slam +3 melee (1d3-1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Despair, dirge
Special Qualities: Symbiont traits, Darkvision 60 feet, telepathy, hope
Saves: Fort +1, Ref +2, Will +2
Abilities: Str 8, Dex 15, Con 12, Int 5, Wis 11, Cha 16, Ego 5
Skills: Hide +7, Move Silently +3
Feats: Ability Focus (Despair), Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment:

A toddler lurches forward into the light, her face a smooth patch of skin and the front of her body covered in tiny, writhing tendrils. Despite a lack of mouth, it still seems to squeal and cry as a normal child.

Sob sisters are symbionts who play upon the deep-seated protective qualities of humanoid creatures for their young, as well as the fears of loss and the sorrow that accompanies the end of a war. They can also attach to willing hosts, wrapping themselves around the host from behind, like a child riding piggy-back, providing a small measure of hope to the host and provoking irrational sadness in others.
A sob sister does not speak any language, but it understands Undercommon.

Combat
A sob sister can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a sob sister to gains its benefits or encounters one accidentally. A sob sister rides piggy-back on a host, like a lost or frightened child, its faceless head leaning on the host's shoulder, the tendrils that cover its body digging into the host's flesh for nourishment.

Attaching or removing a sob sister deals 1d3 points of Constitution damage.

Host Benefit: A creature with an attached sob sister can use its dirge and hope abilities.
Despair (Su): A sob sister generates an aura of despair when not attached to a host. Anyone who can see and hear the sob sister must make a Will save (DC 16) or suffer a -2 penalty on attack rolls, damage rolls, and saves against fear. The saving throw is made only once per encounter, and a creature that makes a successful save is immune to this effect for 24 hours. This is a mind-affecting fear effect.
Dirge (Su): A sob sister attached to a host can start to generate an aura of despair as a swift action, playing on the subconscious sympathies in every living being. Any enemy within 60 feet who can see or hear the host suffers a -1 penalty to attack rolls, damage rolls, and saves against fear. This is a mind-affecting fear effect.
Hope (Su): A sob sister attached to a host gives it some small measure of comfort. A sob sister's host gains a +1 morale bonus on Will saves.
Telepathy (Su): A sob sister can communicate telepathically with its host, if its host has a language.

Spellfilter Claw
Tiny Aberration (Symbiont)
Hit Dice: 1d8 (4 hp)
Initiative: +4
Speed: 20 feet (4 squares)
Armor Class: 17 (+2 size, +4 Dex, +1 natural)
Base Attack/Grapple: +0/-12
Attack: +4 melee (1d3-4)
Full Attack: claw +4 melee (1d3-4)
Space/Reach: 2-1/2 ft./5 ft.
Special Attacks: Spells
Special Qualities: Symbiont traits, darkvision 60 ft.
Saves: Fort +0, Ref +4, Will +2
Abilities: Str 3, Dex 19, Con 11, Int 8, Wis 10, Cha 14, Ego 4
Skills: Hide +15, Move Silently +6
Feats: Any one metamagic feat, Weapon Finesse*
Environment: Underground
Organization: Solitary
Challenge Rating: 1 (singly) or host +1 (when worn)
Treasure: None
Alignment: Usually lawful evil
Advancement: None
Level Adjustment:

A brown and purple cuttlefish possessed of a mantle not unlike a carapaced human hand, six eyes glowing with arcane energy, and a mass of waving tentacles leaps out of the shadows.

Spellfilter claws are rare, magical symbionts that bond with spellcasters. They tend to keep to themselves, but are often pressed into service by cultists of the Dragon Below for their sorcerers or wizards, and are used as a method to pass around the secrets of manipulating and filtering magic.
A spellfilter claw does not speak any language, but it understands Undercommon.

Combat
A spellfilter claw can only attach itself to a willing or helpless host (as a full-round action). In general, a creature seeks out a spellfilter claw to gains its benefits or encounters one accidentally. Spellfilter claws attach themselves to the hand and forearm of their host, and when the host casts arcane spells, the "hand" of the symbiont dances with ethereal green energy, and its eyes flash a variety of sickening colors.

Attaching or removing a spellfilter claw deals 1d3 points of Constitution damage.

Host Benefit: A creature with an attached spellfilter claw gains access to the symbiont's metamagic feat, which can be used normally. In addition, the host can choose to suffer an amount of Constitution burn equal to the adjustment of the spell's level due to the metamagic feat to apply that metamagic feat to a spell without increase the spell's level or casting time.
Spells: A spellfilter claw casts spells as a 3rd-level sorcerer. It does not have access to these spells if it is attached to a host.
Telepathy (Su): A spellfilter claw can communicate telepathically with its host, if its host has a language.

Laughingcarp
2008-10-21, 04:39 PM
Great minds think alike, eh?
(my carapace crab) (http://www.giantitp.com/forums/showthread.php?t=94409) I had completely forgotten about that thread until seeing this one.
I'm Moosh Nailo from that symbiont creation thread, way back when. I wrote up the Perception Tentacle and the Hulk Skin.

As I said then, I'll say now; Nice stuff! I still like those ones.
The Dockman is awesome, but I'd bump the int up to 3

Lappy9000
2008-10-21, 04:53 PM
One of my few regrets about the Eberron Campaign setting was that there weren't enough symbionts. And now there's more. Thanks to both of you :smallcool: